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Showing results for tags 'agriculture'.
Found 154 results
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From the album Mayon Province !
Thareau woods agriulture development -
From the album Europa Anno !
Zurich Old Botanic garden-
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City Planner - Farmer's Market
TheMurderousCricket posted a topic in SimCity 3000 Resource Club's SC3000 Ordinances
"The Farmer's Market Ordinance, the brainchild of the Urban and Rural Resource Sharing Committee, asks the city to allocate a parcel of land where farmers can sell fresh fruits and vegetables to the public at wholesale prices. There are no costs to the city for enacting this ordinance, and all its effects are positive. It encourages farm development in nearby areas, and gives Sims a place to go on Saturday mornings."- 1 Reply
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1. Hello everyone. Welcome to Santa Cleopatra monastery celebrating the Ferragosto or the 15th of August feast common in Italy & Greece. Agrento fields and village have a new addition, apart from the majestic islet of Porphyri. This time I tried to build a monastery inspired by the Meteora, Greece. Extensive landscaping work has to be done in order to create the base of the monastery. Overview of the final work and the 3 parts of the How to do are on youtube: 2. 3. We had also to landscape the nearby area in order to house the vineyards that are providing the income and the annual amount of wine needed for the monastery and also as an export for the local community. Some vegetable and lavender fields built also with a limited amount of olive groves and fruit trees, mostly towards the motorway. 4. 5. 6. 7. I created a serpentine road, which is quite common for the old rural or national network around the European south. Then I placed some tram poles lowered as the old style barriers. Agricultural housing used are still from the vanilla costal EE assets, for which I also recreated a 2 floor farmhouses. Props, various flora and rocks added alongside with dead tries to enhance the immersion. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. The trees added are mainly apple trees, oaks and a mod called very long trees in order to recreate cypresses. 18. 19. 20. 21. 22. Another update is that I downsized the highway from 6 to 2 lanes after being such a hot topic on my reddit posts. 23. 24. 25. Last addition, was the feast of the 15th of August feast at the monastery. For this one I used a good amount of ploppable citizens provided by the CS2 mods section. I added also the coaches parking and the stalls selling food to clothing to the visiting pilgrims. It is a quite a thing on an every religious feast happening around the Mediterranean villages, especially during summer. Of course, the size is significantly smaller than the real ones, but it worked as a space filler and adding some uniqueness to the whole build. 26. 26A. 27. 28. 29. 30. 31. 32. Some pics from around the area. 33. 34. 35. 36. I hope you enjoyed another Agrophilia V2.0 entry ! Please feel free to share your comments.
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Porphyri islet is a mini project that makes our area to get that med vibe. The how to build tutorial is available on youtube and you are more than welcome to have a look of the process: A slender strip of land separates Argento village from Porphyri Island. 1. 2. 3. Porphyri, considered one of the most beautiful islets in the region, is home to the ancient Temple of Neptune and lush orchards. Just a short walk from Argento’s cafés lies a stunning pebble beach with crystal-clear waters. 4. 5.6. Nearby, the old fishing harbor now stands abandoned, adding a touch of history to the landscape. The breathtaking views make the journey truly rewarding for visitors. 7. 8.9.10.11.12.13.14. I hope you enjoyed another Agrophilia V2.0 entry !
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Version 2.1.0
678 Downloads
SimPeg Agricultural Mod (SPAM) - Base Set is the basic set that allows you to install SPAM farms with any RCI Controller you have. The set also includes farms with STAGE 4 and 5, which can only be used with the CAM Controller or CAM-SPAM Controller. The lots are faithful replicas of the original lots included in the main SPAM mod, but with improved stats based on PIM-X specifications. Please note that this pack is expected to receive updates in the near future. Do not redistribute without asking first, mostly as doing so would complicate efforts to properly maintain, update, and provide technical support for the pack. Installation This package is a simple .zip file. Just extract the PEGPROD folder to your My Documents\SimCity 4\Plugins directory (or equivalent, if you have a custom Plugins folder location). Bear in mind this Lot Collection contains lots which will only grow/work if CAM or CAM-SPAM (Colossus Addon Mod) is installed. In this zip file the CAM folder (which contains the CAM lots) do NOT copy it into the Plugins folder, if you play with the Colossus Addon Mod and wish to use these CAMelots you need copy the folder manually. DLL Dependencies In order for the contents of this package to display correctly by taking advantage of the new DLL Mods requires the complete installation of the following dependencies(the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): NONE Dependencies The following files are required in order for the contents of this package to appear correctly (i.e., no "brown boxes" or missing textures) (the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): Colossus Addon Mod (Legacy Controller)(Only if you want to install farms with Stages 4 and 5) Colossus Addon Mod - CAM Controller(Only if you want to install farms with Stages 4 and 5) Colossus Addon Mod - SPAM Controller(Only if you want to install farms with Stages 4 and 5) PEG SPAM Super Resource Pack PEG MTP SUPER PACK Maxis Prop Names and Query Fix Credits The following members contributed models, textures, and modding support to this collection: Pegasus Craig-Abcvs RebaLynnTS Paeng Murimk This package has been made possible by the Project ZIP efforts of Ulisse Wolf. Special Thanks Webmaster & administration staff at SC4Evermore & Simtropolis (STEX). And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-)- 5 Comments
- 2 Reviews
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Version 1.0.2
738 Downloads
This is a set of submenus I've created for some of my plugins. It includes 16 submenus in diferent categories: Parks PAENG Parks PAENG Playgrounds Addon TheBigPaengTheory by Fantozzi Playa set by A_1P WMP Allotments Bridges (by Glenni, Murimk, MGB, Orange) KOSC Community parks Murimk Boardwalks Parks -- Agriculture Scoty paths Agriculture fields by FRANKU, Girafe, VIP Team, SFBT SM2 Drystone walls PHIL Boccage - No base Parks --Embankments --Walls Scoty_walls JRJ Walls MAS71 JPN Walls PAENG walls Roads - Roundabouts by D66, ps5, Odainsaker, Reforma roundabouts, simexplorer, Blanco_05 Transport ---Parking Scoty modular parking The great thing of submenus is that if you don't have some of the pulgins listed above, the submenu for the specific plugin you miss will simply not show in your game. Anyway feel free to use only the submenus that fits your plugins. I plan to create more submenus next weeks/months. I will probably upadate this upload or may create a 2nd pack. To expand your submenus I suggest you to download the submenus smf_16 atach to Seba's submenus threat Dependencies The only nedded dependency is submenus DLL mod Instalation You can unzip submenus in the plugins folder root. If you use sc4pac (mod manager) DO NOT install my submenus under 150-mods --- memo.submenus-dll.1.1.4-1.sc4pac. My submenus will work but if you delete memo.submenus-dll.1.1.4-1.sc4pac automatically with sc4pac, it will delete my submenus too (Anyway without memo's sumbenus DLL submenus do not work) Credits: Special thanks to memo and null45 for creating this transformative submenu DLL, and to smf_16 for creating sc4 cli Tool, that makes creating submenus really easy. Thanks to all creators for some icons I use for submenu buttons. huge arroux, Paeng, Phil, SM2, etc... I strongly encourage you to use sc4cli tool for creating submenus. ITEM ORDER Files Submenu name Main menu Secondary menu 0x000041FF Scoty modular parking submenu-scoty-modular-parking.dat Transport Parking 0xAAAAAA8D Scoty_walls submenu_scoty_walls Parks Embankments and retaining walls 0xAAAAAAAF Kergelen Parks submenu-kergelen-parks.dat Parks PAENG Parks 0xAAAAAAB1 PAENG Parks playground submenu-paeng_parks_playgrounds.dat Parks PAENG Parks 0xAAAAAAB2 TheBigPaengTheory Fantozzi submenu-thebigpaengtheory_fz.dat Parks - 0xAAAAAAB3 Playa set submenu-playa-set.dat Parks - 0xAAAAAAB9 WMP Allotments submenu-wmp-allotments.dat Parks - 0xAAAAAABA Murimk Boardwalk submenu-murimk-boardwalk.dat Parks 0xAAAAAABB Bridges Glenni, Murimk, MGB, Orange submenu-bridges.dat Parks 0xAAAAAABC Agriculture Fields submenu-agriculture.dat Parks - 0xAAAAAABD Scoty Paths Fields submenu-scoty-paths.dat Parks Agriculture 0xAAAAAABF FREE 0xAAAAAAC1 KOSK Community parks KOSK_Community_Parks Parks - 0xAAAAAAC2 Chrisadams ALN Gravel Paths submenu-ALN_Chrisadams_paths.dat Parks Agriculture 0xAAAAAAC3 Chrisadams ALN Fences and Cows submenu-ALN_FencesAndCows.dat Parks Agriculture 0xAAAAAAC4 SM2 Dry stone walls submenu-sm2-drystones-walls Parks Agriculture 0xAAAAAAC5 PHIL - Bocage - No Base submenu-phil---bocage---no-base Parks Agriculture 0x00005001 Roundabouts submenu-reoundabouts.dat Roads - Hope you enjoy!!- 11 Comments
- 3 Reviews
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Version 1.0.0
239 Downloads
About This is a pack of farms that I've gathered over time that i decided to share. Dependencies BSC Common dependencies https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack ESA Props vol 1 https://community.simtropolis.com ESA Malmberget vol 1 https://community.simtropolis.com/files/file/33552-malmberget-proppack-vol1/ ESA Farmprops https://community.simtropolis.com/files/file/36236-esa-farmprops-vol-1/ PEG SPAM Super resource pack https://community.simtropolis.com/files/file/26079-peg-spam-super-resource-pack/ PEG MTP SUPER PACK https://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/ Girafe florapack https://www.sc4evermore.com/index.php/downloads/download/25-flora-fauna-and-mayor-mode-ploppables/27-sc4d-LEX-legacy-bsc-vip-girafe-flora- 3 Comments
- 2 Reviews
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Version 1a
285 Downloads
Description: This is a small set of community gardens, working as a supplement to the default Maxis community gardens, for those mayors that want their sims to grow their own food. These lots come in 4 sizes, from 1x1 to 2x2, and provide a small park effect, as well as a small farming demand cap relief, while charging only low monthly cost. For further information and lot statistics, please refer to the Readme. Available languages: English and German Dependencies BSC Farm Fields SG Vol 02: https://community.simtropolis.com/files/file/11935-bsc-farm-fields-sg-vol-02/ 11241036 Textures Version 3 or higher: If you have downloaded the 11241036 Textures before May 11th, 2024, please download and install them again. You can just overwrite previous versions with the new version. https://community.simtropolis.com/files/file/33651-11241036-textures/ SimPeg Agricultural Mod "SPAM" (either full mod or Super Resource Pack): Full Mod: https://community.simtropolis.com/files/file/26080-simpeg-agricultural-mod-spam/ Super Resource Pack: https://community.simtropolis.com/files/file/26079-peg-spam-super-resource-pack/ BSC Common Dependencies Pack Version 8 or higher: https://sc4evermore.com/index.php/downloads/download/3-sc4d-LEX-legacy-bsc-common-dependencies-pack You need the following files: BSC Textures Vol 01.dat BSC_TexturePack_Cycledogg_V 01.dat BSC MEGA Props – Misc Vol02.dat BSC Mega Props – CP Vol02.dat BSC MEGA Props – MJB Vol01.dat WMP Mega Props vol. 01 - Misc General Props: https://community.simtropolis.com/files/file/33621-wmp-mega-props-vol-01-misc-general-props/ BNL Essentials and its subsequent dependencies: https://community.simtropolis.com/files/file/28639-bnl-essentials/ BSC VIP Girafe Flora Pack: https://www.sc4evermore.com/index.php/downloads/download/27-sc4d-LEX-legacy-bsc-vip-girafe-flora You need the following parts: Common Spruces Sunflower Field: https://community.simtropolis.com/files/file/21220-sunflower-field/ You only need the .SC4Model and .SC4Desc files. Maxis Castle Set (direct download link): https://community.simtropolis.com/library/maxis/sc4/buildings/Longfellow_Castle.zip Special notes: This plugin contains seasonal and semi-seasonal props. They may not always show up right after plopping. Please let the game run for a few in-game months, and they will appear sooner or later. This plugin has been optimized for usage with memo’s Submenus DLL mod. This means that users who have downloaded this mod will find this plugin being packed into its own submenu (make sure to read the installation instructions below). Users who don’t use it will simply find it in their park menu, somewhere in the center. The submenu icon looks like this (only one of the 4 circles is visible at a time): You may want to download memo’s Submenus DLL mod here: https://community.simtropolis.com/files/file/36142-submenus-dll/ Installation: Step 1: To install the lots themselves, please put the file Community Gardens.dat into your Plugins folder. Step 2 (optional): To allow the submenu button to show up, please either put the file CG_Submenu Community Gardens.dat or the file CG_Submenu Park.dat into your Plugins folder (do not install both files). The first one will make the community garden submenu show up under memo’s own Community Gardens submenu, the latter one will simply put it into your Park menu. To uninstall this plugin, please remove all instances of this plugin from your cities and then remove all files coming with it. Compatibility: This plugin is only compatible with SC4 Deluxe or SC4 with the Rush Hour Expansion. -
Hi people from this great community! After some searching around i could not find an answer for my question. Hopefully one of you will be able to help me out or point me in the right direction. So I use the Swamper77 NoRailDirt mod, and it removes all the dirt. Also this removes the dirt under the streets/roads etc in I-AG zones.. Is there a way to keep the dirt under the roads (looks better IMO in I-AG zones especially with SPAM) but still have the dirt gone under the rails? Or maybe you might have another solution to this? Any help would be greatly appreciated.
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Few questions regarding agriculture in SimCity 4
isandrg posted a topic in SimCity 4 General Discussion
First of all hello all, am new to SimCity 4 and i have some queries regarding how farming works in the base game as well as with some mods. Firstly, Is there any mods that change the base census and workforce drive for agriculture apart from CAM and also from what i have read it seems like IR is not included with the normal industry in the base game and is treated separately (some clarity on this is highly appreciated). Additionally, does CAM IR FIX ONLY include IR to the industry ? Secondly, If i were to change the exemplar for IR census and workforce drive will it effect/bug anything else in the game ? Thirdly, Does IR get a cap relief with freight/roads/rails in the base game. Also from what i have read, SPAM doesnt really fix the census and workforce drives rather it tries to fill other sims into IR jobs, would like to confirm this as well. Thank you. Below, i will also link all the resources i have found useful in understanding the census/workforce drive as well as the farming in game https://www.sc4devotion.com/forums/index.php?topic=963 https://community.simtropolis.com/forums/topic/36834-how-can-i-increase-the-agriculture-demand/- 3 Replies
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Version 1.0
915 Downloads
A large set of 110 farm lots in Dutch style, useable in CAM and SPAM regions, as it contains building stages 1 up to 5. As Dutch props are quite rare I had to scrutinize a lot of dependency packs. So the list of dependencies is enormous. You will find it in the Read Me including links. The rest is quite self explanatory. The lots are made with CAM properties, so they should behave properly. Have fun! FrankU- 4 Reviews
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Did you know that Bedroom is currently the smallest town in Udanani, as far as the population goes? If you didn't, now you do! It is easy to understand when you remember that residency in Bedroom is under a tight control of the tribal council. Only the select few are allowed to move in and the landscaping in The Residents' starter town is carefully planned. Some new residential areas have nonetheless been built in the town, despite the strict urban plans. The wealthy are just as eager to settle down in Bedroom as they have always been. One of the largest and most recent residential areas is under construction on the eastern tip of Bedroom. An adjacent shopping grounds are in plans for this area as well. Seeking to improve and maintain the land value, The Residents are doing their best to increase the acreage of parks and green infrastructure in their home town. A large park has recently been wedged in between the main commercial district and the new residential zone that has been pictured above. Other, smaller parks, have been cleaned up a little and adorned with more mature vegetation. While The Residents don’t really care, (or at least pretend to not care) the lack of industry is becoming an increasing problem. Although The Residents have willingly chosen the "no-smokestack" path, (fearing a dip in land values) their aversion to industry causes them to face other challenges. The lack of industry limits the effectiveness and demand for the commercial sector. Let’s face it - if little is produced, then there is obviously little to sell! The demand for and profitability of businesses and entertainment in Bedroom is very low overall and requires a lot of "gymnastics" to keep it positive or at least neutral. The Residents try to offset this low demand by establishing new farms but these efforts fall short of increasing the interest of new investors. Besides, the rigid, square-based architecture of The Resident’s agricultural zones, makes it clear that this tribe treats farming as a mere duty, rather than a lifestyle. Just compare the bland, simple farm design in Bedroom... ...to that of The Altruists... ...or, even more so, to that of The Localvores who consider farming to be just as much of work as it is a form of art. The Residents clearly consider farming to be a necessity rather than an option. It does however provide them with some jobs, so at least it works as an anti-unemployment measure. The freight train lines have also been further developed as a result of increased movement of goods, which is a nice benefit, come to think of it. Undoubtedly, The Residents' agenda has its advantages but it is unlikely to succeed if agricultural and commercial demand completely depletes. Without cooperation from other tribes (more willing to invite industry to their city tiles) The Residents’ future may be rather bleak. Speaking of cooperation, The Localvores could also use an external help to deal with their newest problem – the garbage! A dynamic development of Farmington Minor and surrounding farmlands, have drastically increased the amount of refute the town produces. Up until now, most garbage has been recycled or turned into compost. At this moment, however, it is no longer enough… The trash is slowly but steadily building up and there is no place to put it in… Not unlike The Residents, The Localvores are terrified at the concept of establishing a landfill or building an incinerator on any land that belongs to them. As if garbage rolling through the streets was any better… The situation is not helped by the fact that everything in Farmington is being consumed locally. An unexpected correlation - the garbage stays where it was first produced rather than in another town which could import the goods and then deal with leftovers... But at least the fields and meadows across Farmington are clear from the garbage menace for now… oh wait… they are not… Theoretically, however, there is some hope to resolve the situation, because The Altruists have just inhabited a city tile which directly neighbors the one right next to Farmington! The Altruists have created this new town in order to better stimulate the economy of Wellbeing. However, one could easily speculate that it could theoretically be possible for The Localvores to ask their neighbors for help in solving their garbage problem for a decent fee... Knowing The Altruists, they would probably be happy to help, provided the deal wouldn't hurt their own citizens. The question though is, if The (mostly selfish) Localvores would likewise be ready to cooperate with The Altruists in other fields (pun not intended!) By the way, have a closer look at the new Altruist town. It is called Serene Thoughts. Serene Thoughts is yet another concentric-style town. The only difference is that Serene Thoughts is circle-based from the very start, rather than as a result of redevelopment. Just like in The Altruists’ home town, the middle of Serene Thoughts is occupied by an EEC. It is not fully operational yet and offers only basic services. Looking for a job in Serene Thoughts? No problem! Some friendly-looking factories and production facilities are already up and hiring. Commute should not be a problem as well with the ubiquitous transportation system and The Altruists’ trademark “grass walks”. Serene Thoughts might be yet another building block for the future suburbs. It really looks like a very friendly town! Northern Udanani is sure a quiet and relaxing place to live in, featuring nice, green landscapes and lush vegetation. It does experience several “youth diseases”, like poor financial balance, excess garbage or sleepy commercial sector to name a few. It is thus evident that the time is nigh for the Northern tribes to make the first inter-tribal contact and try to help each other solve their problems. While full of potential, these small communities cannot really "spread their wings" without some good, neighborly relations in place! .....835027581061742......7140651961..... …what in Sulka's name is that...?!! It seems that a very powerful energy burst, originating somewhere in Laughterdale, has just been detected! The energy spike has been followed by a mysterious signal which boomed across the land, filling the air over Udanani with radio waves and brilliant amounts of electromagnetic chatter. The signal’s nature is yet to be determined… Thanks for reading the eleventh part of the CJ! The black-and-white, procedural noise images are the work of Etienne Jacob. If you'd like to see more of his excellent, mathematical designs, head over to his webpages here and here! Comment replies: @TogaMasterJohn - I'm happy to hear that you consider this journal to be unpredictable! Interesting (and unexpected) conclusion! I believe that also this time you are not disappointed! @sejr99999 - All inhabitants are already within the ambulance service range. It could be smaller though and less expensive if the hospital was moved! I'm glad you like the EEC concept - it's a very useful thing and easy to manage too! @Dreamcitybuilder - (regarding "A trip to the North - Part I") I believe they do, especially after what's been going on in their town! Also, organic food might be an excellent bargaining chip in negotiations... (regarding "Enter at your own risk...") There, there - I wouldn't be in a rush to outright condemn The Smileyfaces. I feel they will play a very important and positive role in the Udananian history yet. Though the strange radio burst is surely unsettling...
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RUTIGLIANO Rutigliano is an agricultural town with a small industrial area Among the farms you can find solar panels The city of Rutigliano is located near San Foca and is crossed by a system of highways, power lines and railways In the town of Rutigliano there is a nice highway interchange Other farms A road bridge with other farms and woods The city is cut off with the farm by a highway. There are some interchanges including this diamond interchange The city consists of historic buildings and villas In the old town there is a large square with the church in the center A modern neighborhood with villas and some historic buildings Another diamond interchange As the sun is setting here's a look from the industrial zone during sunset During the night the city is illuminated by bright lights During midnight the town square is illuminated with historic buildings While people are sleeping the lights remain active illuminating the buildings Even the industrial area to its own style at night COMMENT REPLIES: LATIANO @Kloudkicker:Thank you for the compliment @JulioC:Thank you @Ke|is:Thank you for your comment
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Version 1.0.0
1,524 Downloads
Tree Farm, by Mattb325. --------------------------------------- These are two Eucalyptus tree farms. From Australia to Europe and Britain, Guangdong to California, Brazil to Pretoria, Eucalyptus trees are often farmed for the express purpose of making wood pulp. These trees are quick growing and despite their propensity to drop branches and topple in storms, their timber is durable. Loved and hated in both Australia and abroad, Eucalyptus trees trace their lineage back to the Gondwanaland super-continent with all the fossil evidence (dating back about 60 million years) showing that Eucalyptus evolved somewhere around present day Argentina/Uruguay and spread eastwards some 180-50 million years ago. This was when South America was joined to South Australia via Antarctica. Ironically, in their ancestral home, Eucalyptus trees are now considered a monumental pest in South America and many other parts of the world. Just like Australian actors, they are everywhere. Theses farm lots are arranged with a cute, but modest house and the house and outbuildings are set well back from the road via a long driveway. One of the things that bugs me about farms in SC4 is that the farm buildings are right on the roadside: something rarely seen in real life. These are not designed to grow too frequently (assuming you have other custom farms in your plugins). It also comes with a brand new type of farm field for the Eucalyptus tree prop family. Mattb325 Edit April 6 2021: It has been reported where if you de-zone or zone over the top of the grown fields (eg to make residential areas for instance), the trees remain in place: simply bulldoze them after dezoning. Similarly, you need to dezone the entire area first prior to bulldozing the fields. --------------------------------------- STATS I-AG: Lot size : 3x8 & 4x6 Growth Stage: 1 (Agricultural zoning) Bulldoze Cost: $ 121 Capacity Satisfied: I-Ag 8 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 2 Mwh Water Consumed: 15 Gal/Month Occupant Group: Low Wealth Agriculture --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download is a lot and contains no models. However, the dependency will require you to choose between a Maxis nite model and a Darknite model. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *Craftsman Style House: (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3671 or https://community.simtropolis.com/files/file/33176-craftsman-style-house/) *BSC Bat Props - Mattb325 Vol04.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3672) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 1 Comment
- 5 Reviews
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Version 2.0.0
1,646 Downloads
SM2 Brooks Farm Feed Is an actual business located in Canada. There are 100's similar scattered around farm areas all over Canada. They sell grains to feed livestock farms and they are especially busy in the winter months when summer greens are not available. I made this lot as an agriculture ploppable and you will find under the Landmark menu. Custom base textures included. Lot size is 4x5 Plop cost 4850 Bulldoze cost 500 Power req 21 Water req 15 Provides 48 low wealth I-R jobs Have fun! Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=4046 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 BSC - VIP Girafe grand firs https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=4020 BSC - VIP Girafe alders https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3998 BSC - VIP girafe bushes https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 BSC - VIP Girafe Poplars https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3579 BSC - VIP girafe daisy https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251- 5 Reviews
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PULSANO Pulsano is a district of San Foca. It has small farms but right after that there is the industry The peculiarity of this industrial area is the presence of a beautiful sea and the presence of fast infrastructure A nice rail exchange along with a 10-lane highway Here is the Strait of San Foca. This place is crossed by several bridges but also by ships arriving and departing from the port of San Foca Immediately after a bridge there is a nice highway interchange There's also a high-speed train station where you can change with a slower train or take the San Foca Subway A nice shopping mall in front of the sea. You can also see an ancient lighthouse now tourist area Houses in front of a beautiful promenade But this district starts showing skyscrapers and larger buildings. After all Pulsano is a district of San Foca. The capital of Siculia A beautiful city park in front of a train station When night comes, the city transforms with lights and traffic. After all, San Foca is a city that never sleeps The train station at night and the mall at night The industrial area is also lit up at night creating a unique skyline To conclude here is the Strait of San Foca at night with the illuminated bridges COMMENT REPLIES: AMANTEA @Schulmanator: Thank you for your comment @The British Sausage: Thank you for your comment. As he explained @Tyberius06 with the new NAM there are three types of railway that are interchangeable. Then RRW joins hybrid railway (and vice versa) @Tyberius06: Thank you for your comment. In Image 3 I had to perform this thing for aesthetic reasons. But I hope that with the next NAM updates you can improve the HRW-GHSR transition from an aesthetic point of view
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SPAM lot classification - mediocre results
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
So, I've been using SPAM for quite some time now. However, I keep getting AG-1 (private) farmsteads only and can't seem to get any bigger development. I have zoned for some really, really spacious farming areas and sometimes, all I get in terms of farm buildings is just one teeny-weeny hut. One. Hut. For 22 acres of areable field! What is wrong here? How can I obtain a higher-classified farmsteads?- 3 Replies
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PISTICCI Pisticci is an agricultural town. The Strait of San Foca divides the city with the capital San Foca Since there are many farms there are composting plants and biomass is used for electricity production It also has an innovative purification plant where the wastewater produced by the city is used to power the power plant Other farms that produce great food The city is crossed by the highway The city is crossed by the railway. This is a depot of the Siculia Railway Corporation The train station transports many workers from Pisticci to the large city of San Foca. In addition, Pisticci has a tram system that connects the modern part of the city with the ancient city The city has a nice city park connected by tram Tram starts climbing the mountain to get to the old town. Near the tram network there is an old road path before the new road was built The trail climbs the mountain and reaches the old town This is the old town tram terminal From the old town starts a mountain road The old town has many old buildings. Also a villa and a colonial fort Here is the cathedral of San Rocco the patron saint of the city The city also has a nice lake that is frequented for creative activities At night the city is influenced by St. Seal. At night you can see the lights of the skyscrapers of San Foca. However even Pisticci has its own beautiful charm at night. This is the cathedral at night The old town tram terminal at night The city park is beautiful at night The modern city has many skyscrapers but is low compared to the skyscrapers in San Foca The industrial zone at night COMMENT REPLIES: CASARANO Schulmanator : Thank you for your comment mosonče : Thank you for your comment. I know the C64 Magical Sound Shower version but I prefer the synthwave version since synthwave is my favorite genre of music
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How do you define a "developed" agriculture
TheMurderousCricket posted a topic in SimCity 4 General Discussion
Let's break the mega-thread into smaller bits. This time, I'd just like to ask you guys how a developed agricultural zone looks like, visually. Because, perhaps, I just have overgrown (sorry, that's a terrible pun) expectations regarding this topic and consider my zones undeveloped... My agricultural zones do rise up from the dirt - some barns and utility buildings are being constructed, but instead of producing crops, my fields just always stay plowed and "naked". Hence the question - is something like this a developed agricultural zone, or not? These areas do pollute water and employ a handful of Sims. So I'd say they are functional... But other than that they are completely lifeless! Only twice did I manage to actually see some orange trees planted on a farm. Other than that - lifeless.- 19 Replies
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Kind of a silly question, but does anyone know why some of crops made for SPAM were sized at such a large scale? I love the look of the props, yet I end up avoiding most of them because their scale is so mismatched with their surroundings. For example, the corn stalks appear to reach 35 feet (average height of 8 feet in real life). Meanwhile, the barley, rye, and wheat crops grow to roughly 20 feet (average real life height of 4 feet). It's not a major issue when I can find props that serve as suitable replacements. But outside of wheat and corn, it's hard finding props that are modeled to the same quality. I've considered using the SC4 Model Tweaker to simply resize all of the props to a more realistic size for personal use. However, I tend to avoid doing that, since I'd like to share some of my lots on the STEX at a future date. Given the level of care put into most PEGPROD models, I have to assume this was an intentional decision. I'm just curious what the reason might have been...
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CARMIANO The small town of Carmiano has a large forest and there are small industrial businesses related to wood. There are many farms in this city it's the warm weather makes everything beautiful this landscape The city is located near mountains. Here's a mountain road with a tunnel The small town is very active during the day There are many historic buildings At night the city is very quiet Street lights illuminate historic buildings The small industrial area of the city is empty. There are only lights Nobody's moving. Only lights that illuminate industrial machinery As the night gets darker and darker people go to sleep. Carmiano is a quiet town COMMENT REPLIES: JOAQUINA BEACH The British Sausage: Thanks for the comment. I'm trying to reduce saturation and contrast.
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When I logged on this morning, I was pleasantly surprised to have multiple beeps from @Naomi57's reactions to a scattered selection of farm themed posts I'd written long ago. While re-reading and reminiscing, I decided it might be nice to have them all consolidated into one new post. @Cyclone Boom then spent the day while I was at work compiling them, creating the table of contents with anchor points, and making the whole thing beautiful. Thanks ever so much, CB. While the content is what I wrote, the presentation is 100% his. Without further ado, we present: A Collection of Cori's Farm Posts as Liked by Naomi Contents – A Couple Handfuls of My Farming Related Posts Post #01 – Humble First Farm Pics Post #02 – High Wealth Farm House Post #03 – Irregular Shaped Farm Fields Post #04 – Mention of my No Maxis Dirt Farms Mod Post #05 – Example of Real World Zoning Transitions Post #06 – Example of a City Zone Layout Post #07 – Developed Farmland Example Post #08 – Farmland in Cori's Castle Post #09 – Residential Farm Tower Post #10 – Testing NAM Dirt Roads Post #11 – NAM Covered Bridge Post #12 – My First Lotting Project (Cori's Farm House) Post #13 – Mons Lacus Farmland Overview Post #14 – Real World Near Me - Zoning Style Post #15 – Small Town Terraces Post #16 – Small Isolated Farms Post #17 – Info on my No Maxis Dirt Farms Mod Post #18 – Supporting Post About Maxis Farms Post #19 – The farm pic which inspired Naomi on 23 January, 2020 Post #01 ID: 1702524 Humble First Farm Pics Originally posted here on: October 16, 2018 I've experimented with this same desire for the past couple of years starting with my humble first farm pics in this post: To farm land in the tile of Dipsy-Doodle: To West Amo Ridge: Which are a part of a 4 x 4 large tile region: To a random tile in Mons Lacus: To deliberately making the farm fields on flat ground and conforming to the hills around them: Zone view of the above pic: And as you can see I'm using basically the plain vanilla Maxis stuff. Hopefully these will illustrate what can be done even without the awesome custom content which is available. ⇑ Back to Top ⇑ Post #02 ID: 1702549 High Wealth Farm House Originally posted here on: October 16, 2018 Yes, they are. That city tile is one I'd built up just about everywhere and had good education and health coverage so by tossing in some parks, the water supply, and the grass tiles I was able to get a high wealth home to grow. My idea was to visually simulate a generations house where a huge family lived and after working the fields they have places to play and relax. (Ofc in the game they all drove to their jobs elsewhere while waving to the low wealth Sims coming in to tend the crops.) ⇑ Back to Top ⇑ Post #03 ID: 1703330 Irregular Shaped Farm Fields Originally posted here on: October 30, 2018 Magic! Seriously tho, it's just a matter of chopping the zone to conform to where the hills start (or around the pine trees as I did in Dipsy-Doodle). Here's an example: I'm using my plana camporum montem Aetnam Map (4 sizes) file in the 12 x 12 size (region renamed for my own play as Corillion). This is specifically generated from a C map making program where I've modified the code to be SC4 compatible and to have various flat terraces among the hills. Grid is on to help visualize the slopes. Find a suitable place: Zone a farm so it extends up the hills: Then using the de-zone tool erase any parts that are not on flat ground. You can see that when the white square de-zone box appears to be tipped a little (or a bunch). Turning the map and continuing: Turned back to the original orientation and all clipping done: Add street (or road), power, and let it grow: Grid off and zoomed out: And turned 90 degrees: This works in pure vanilla too. You might also like my mini tutorial in this post: Growing Farm Buildings Where You Want ⇑ Back to Top ⇑ Post #04 ID: 1703863 Mention of my No Maxis Dirt Farms Mod Originally posted here on: November 10, 2018 Thanks! And yes, it is all Maxis in that first region. It's also before I wrote my No Maxis Dirt Farms mod. ⇑ Back to Top ⇑ Post #05 ID: 1698961 Example of Real World Zoning Transitions Originally posted here on: July 30, 2018 Yes, this is how it goes in the real world. (At least where I live.) As part of my job I look at aerial views, flood map overlays, and zoning every day. Here's a real world picture: Basically what happens is as a city grows outward tracts of agricultural ground are purchased by a builder/developer that are large enough to then sub-divide it into individual residential parcels with new streets laid out to form the neighborhood. Notice how the housing subdivisions border the farm land? (The fields are the brown parts cause they usually take the satellite images in the late fall or early spring so there is less obstruction from foliage.) Generally the trees that form some sort of green belt are along side of rivers, streams, creeks, and ditches. The area either side are typically flood hazard zones and therefore no one wants to build their home in those. (And in most cases it's against zoning regulations to build a new home in a flood zone.) Click one of these images and use your right and left arrow keys to toggle back and forth between them. Notice how nearly all of the green tree areas correspond to the flood zones? And just for fun, here's the city zoning overlay for the same area: Zooming in and you can see the individual parcels and better see how the housing additions bump right up against the tillable ground: ^ You can also see how there is generally a tree line between each of the different farm fields. These provide a wind break that helps prevent soil erosion caused by quickly moving air which would otherwise blow away the top soil. Also, when the ground is too hilly to economically build on then those will have trees too. These next two images are the same area via different mapping programs (so the scale and time of year are different). This area south of where I live is quite hilly and full of trees. All in all, for flat ground your residential or industrial will likely border right along side the farms. Commercial likes to be more in the center of the houses along major thoroughfares. And here's a sample from one of my games. The trees mostly correspond to the hills transitions: And here it is with the zoning view and the grid turned on to show the hills: ⇑ Back to Top ⇑ Post #06 ID: 1699041 Example of a City Zone Layout Originally posted here on: July 31, 2018 I believe you've done an excellent job on the transitions. Once outside of the Central Business District with the Skyscrapers the transitions to one and two story homes is just like a major city I'm familiar with (Indianapolis). You have a smattering of medium density apartments interspersed and that's also realistic. Beyond that you have the farms so it's all good. It really depends on what size city you are modeling. If it were the Circle City (Indianapolis) near me then you've done a very good jobs in density transitions. Here we have maybe a dozen towers that could be called skyscrapers and another dozen wanna-be taller buildings. Here's the southeast section (about a forth of the whole city): What you have created in Lion City, Lessu, Takau, and Lemont all have the same general feel of a smaller core CBD spreading out just like the real world. Keep in mind too the scale of SimCity doesn't map well as a one to one relationship so what is a ten miles square in the real world could be aesthetically represented in one large city tile in the game. You might also work towards the region view giving the full impression of the larger area you are making. ⇑ Back to Top ⇑ Post #07 ID: 1705192 Developed Farmland Example Originally posted here on: December 3, 2018 It's farm land, but it's being taken over by other development. ⇑ Back to Top ⇑ Post #08 ID: 1707513 Farmland in Cori's Castle Originally posted here on: January 12, 2019 Farmland in Cori's Castle: ⇑ Back to Top ⇑ Post #09 ID: 1690740 Residential Farm Tower Originally posted here on: March 1, 2018 I'd zoned for medium density apartments (so I thought) and they initially grew. There were just enough Sims to work the farms and all was well balanced. Way later as this city tile grew I got a notice for one of the medical clinics going on strike and I found this huge residential tower out in the middle of nowhere. (Those Sims are mostly commuting to to the neighbor tile.) ⇑ Back to Top ⇑ Post #10 ID: 1698267 Testing NAM Dirt Roads Originally posted here on: July 12, 2018 Nothing on par with everyone else's pics, but I've just made my official jump to using some of the NAM stuff. I did a custom install and selected a limited number of options so in my early learning phase I don't get overwhelmed with too many choices. Here I've used SAM 3 - Peg Dirt Roads to give my mostly vanilla game a more backwoods rural look: ^ Also used are Farm Fences by @SUICO and the NoPalmsPropsLeafy.dat from: No Palm Mods by @Swamper77 to keep the fence rows from having out of place palm trees in them. ⇑ Back to Top ⇑ Post #11 ID: 1698269 NAM Covered Bridge Originally posted here on: July 12, 2018 It's in NAM too. Under the additional bridge options. ⇑ Back to Top ⇑ Post #12 ID: 1698698 My First Lotting Project (Cori's Farm House) Originally posted here on: July 23, 2018 What is farmland without someplace to live? (Actually I'm showing off my very first lotting project which happens to be grown in a farm land area. ) Also, the timing was good to capture not one, not two, but three of @airman15's new old cars in the picture. ⇑ Back to Top ⇑ Post #13 ID: 1672130 Mons Lacus Farmland Overview Originally posted here on: July 14, 2017 Welcome to the world of Mons Lacus: This is primarily a farming region: Unlike my last region, this one has more lower level ground interspersed with the hills. I'm building the farms in the parts that show as greenish-blue in the zones data view rather than in upper brown levels where the sage brush grows (as I did last time). The dark green pine trees are still sacred, but the rest can be felled to create tillable land. You can see the pattern of the hills better in the traffic view: Also, by farming in the lower levels I can have trees in between my farms like they are here in RL: In this next pic you'll see Llama Ag lost a diagonal strip of their farm when the interstate highway went thru: Ofc farmers do need some place to buy their equipment and shop for other goods. A small town has sprung up taking over the land previously owned by Pedriana's Plants. (The injunction against them was detrimental to their business.) ⇑ Back to Top ⇑ Post #14 ID: 1679007 Real World Near Me - Zoning Style Originally posted here on: September 29, 2017 So, I've been playing a large tile in smaller version of this map I made for myself. What I'm attempting to do is to make my regions somewhat resemble the real world where I live. Here's a couple of satellite pics of said area: Now, ofc, I'm not trying to model this exactly. What I'm after is the general feel. So using those newly introduced automatically generated terraces, I have a way to have random curvy places on hillsides with trees to give a similar effect. First off this is the zoning mini map (doubled in size): Then for the these pics I'm showing first the regular view followed by the zoning layer with the grid on to better show the slopes of said hills. And then this final pic is showing how the No Kickout lets all three wealth levels coexist without needing to mark any of them historical: ⇑ Back to Top ⇑ Post #15 ID: 1684390 Small Town Terraces Originally posted here on: December 7, 2017 A little later in time from the region pic I posted. Here's more of my farmland with a small town: And the zoning map with grid on showing how they are built on the flat terraces which leaves the hillsides intact: ⇑ Back to Top ⇑ Post #16 ID: 1684714 Small Isolated Farms Originally posted here on: December 13, 2017 Some isolated farms producing just enough crops to sustain their local families. ⇑ Back to Top ⇑ Post #17 ID: 1681748 Info on my No Maxis Dirt Farms Mod Originally posted here on: November 5, 2017 Hiya, Lost-In-Sofia. First my disclaimer: I know very little about the Mac version. (I have read some of the threads here.) I love that. (I do the same.) It does seem unusual that none of the grassy pasture fields have grown. Each farm has a list of textures it will randomly chose from. Two of those are basically dirt. One is a light tan color and one is a darker brown that has the appearance of crops just beginning to grow. From your picture it does appear that is what you have been getting. You should not need any mod for the grassy one to grow. However, if you would like to test a mod I wrote for my own use, I will attach it at the end of this post. I wrote them as separate .dat files so I'd have the option to remove one or two if I did want some dirt farms to grow. In these files I simply removed the hex code values which correspond to the fields I did not want to grow so there are 6 files in total. (I did not make one for Pedriana Plants because I wrote a separate mod to totally block that one.) Now, one thing I'm aware of is the Aspyr version has a limit to the total number of mods it can handle. Therefore, if you like what my No Maxis Dirt Farms does we would want to combine them into a single .dat file for you. This one is a Stage 3 farm and does not show up until you pass some threshold. If I understand the Demand Simulator: Demand, Supply and CAPs then you need 4100 farm jobs before Pedriana can grow. Anyhow, here are my mods for no dirt farms if you want to try them. Note: It will not change any farms already grown unless you bulldoze them. No Maxis Dirt Farms.zip ⇑ Back to Top ⇑ Post #18 ID: 1681753 Supporting Post About Maxis Farms Originally posted here on: November 5, 2017 My pleasure. I'm going to guess: No. Looking thru my List of Files I've uploaded, I don't see that I ever put this one on the STEX. I believe most peeps download better farms than the Maxis ones so I felt it would be a moot point to toss my little override into the mix since they only work for the default Maxis farms. (It is possible I've attached it to a post here before, but I didn't search to find out.) You know more about that than me. All I know is I was unhappy with how many dirt farms I was getting so I decided to take matters into my own hands. Woot! I'm so very happy to hear this. ⇑ Back to Top ⇑ Post #19 ID: 1724411 The farm pic which inspired Naomi on 23 January, 2020 Originally posted here on: January 22, 2020 Just another Cori style farm scene: View Naomi's post (With details on her farming inspiration from the above pic.) View my reply (With more farm pics and info!) ⇑ Back to Top ⇑ Special thanks to Naomi for bringing these to my attention via my notification beeps.
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Lake Mayon Islands ! This summer series a new way has been taken for the Mayon Province 2l0 series. Informal, short updates. Nevertheless i´d like to concludethis with formal CJ. Last details have been taken care of and finaly I have something wich looks fresh and done ! We will as in the updates do every island in sequence ! Beaver Island just of Roghue Island is the first with a nice small community on medium island without any real agriculture or industry ! Beaver Island ! Rich estates just of Beaver Town ! Prudence Island, north of Beaver Island is a nature reserve with some recreational use ! Prudence Island ! Prudence Island is only accesible by passenger ferry ! Aquaneck Island the last has about all, small industry, agriculture and above all recreational facilities ! Aquaneck ! Aquaneck Marina ! Aquaneck City ! Aquaneck agriculture ! That´s the first Mayon CJ, soon I will conclude with a CJ on Cape Mayon City last for this summer series ! Hope you enjoyed this CJ and see you back next time !
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Monticello Farm, by Mattb325. --------------------------------------- This is the central building of Monticello farm in Virginia. Monticello was built in 1772 and was the primary plantation of Thomas Jefferson. This farm is representative of the wealthy country houses that you find in Australia, the UK and the antebellum houses of the US. They are of course working farms, but the architecture is grand, staid and elegant. This farm is a designated National Historic Landmark and also on the UNESCO World Heritage list. The farm building is even depicted on the reverse side of the current nickel and at one time on the $2 note. The building style is Palladian: its most notable feature is the octagonal dome. This area of the house was designed to draw hot summer air up and out of the house....an important feature in an area which frequently suffers prolonged temperatures above 38C (100F) with high humidity. The lot is a 8x8 growable and just uses the default Maxis Farm fields, which I find quite versatile particularly for use with MMP decorations and placing surrounding fence/hedge lots. It is a stage 1 farm, so will grow reasonably early in your city development provided you have zoned a large enough area as farmland. --------------------------------------- STATS I-AG: Lot size : 8x8 Growth Stage: 2 (Agricultural zoning) Bulldoze Cost: § 203 Capacity Satisfied: I-Ag 47 Pollution: 5 (Air)/ 11 (Water)/ 9 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 19 Mwh Water Consumed: 235 Gal/Month Farm Fields: Furrows with Sprinkler(x2); Dirt with Sprinkler; Orange & Apple Tree Orchards; Dirt Patch; Green Patch Occupant Group: Agriculture --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- NOTE ABOUT ANTEBELLUM HOUSES: Antebellum (literally, 'pre-war') is a term denoted to those houses of the confederate states of the pre-civil war period. Despite making more residential buildings than any other member of the community, I have always eschewed antebellum houses given my utter abhorrence for the human misery that led to the existence of such houses. In that regard, Monticello is not greatly different from other such houses of the era: while Thomas Jefferson may have been a benevolent enslaver, voicing his opposition to slavery while as president working towards its abolition in both Virginia and the North, the fact remains that he still owned hundreds of men, women and children and freed but a handful. Indeed this is quite a quandary; but Monticello holds a special place in US history (this BAT was actually a request from a US player) and precipitated the subsequent abolition of the practice in Britain and the US. That said, I have removed the two side wings from this BAT which were the exclusive domain of the men, women and children forced to work at Monticello in order to maintain the house for Jefferson and his family. Lastly, lest the charming amongst you seek to make inaccurate assumptions about me (I have been called everything by the community over the years), remember this: Buildings do not enslave people, men enslave people and it still occurs to this day in every country across the globe. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *SG MEGA Props Vol01: (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746) *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Bat Props - Mattb325 Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 1 Comment
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